Ha Starcraft Marine, Version 2.0
Tresth
Join Date: 2002-11-03 Member: 5602Members, Constellation
<div class="IPBDescription">Last step : animations</div> Ok, this is basically the same as marine 1.1. Except it's scaled to the HA size and the evil hole has been terminated.
The model has still got the skinmesh on, but it's fully Half-Life compatible and can be viewed ingame.
Wilkins' skin(s) is almost done, and will post here the marine.bmp and visor.bmp asap, so you can replace them on the model.
So, here comes the big stuff. This baby needs a skeleton, and needs it bad.
I could do it myself, but I can't get it's skeleton to fit my model without distorting it to death.
I could also make my own skeleton using character studio (and my own animations) but that would take ages :/
So if anyone would please take his time and give that model some motion ;D
Quality plz!
The model has still got the skinmesh on, but it's fully Half-Life compatible and can be viewed ingame.
Wilkins' skin(s) is almost done, and will post here the marine.bmp and visor.bmp asap, so you can replace them on the model.
So, here comes the big stuff. This baby needs a skeleton, and needs it bad.
I could do it myself, but I can't get it's skeleton to fit my model without distorting it to death.
I could also make my own skeleton using character studio (and my own animations) but that would take ages :/
So if anyone would please take his time and give that model some motion ;D
Quality plz!
Comments
the alternative is a more detailed bone system making it more work to animate.
BTW that model has no knee in its armour, but lots of tiny poligons there instead, wich makes a not disorting walk animation almost impossible.
If you can't see them, hell.
I don't like playing around with programs I don't have :S
someone...animate...now...losing...conciousness....*ugh*..........................................................
I already started boning it and will beging the <b><i><u>LONG</u></i></b> animating process.
i've started assinging the bones on the default skeleton...and it is not pretty
what would help... is if we had some groups.. i mean, i can make soe myself, they aren't going to be pretty... if you want the best job done, we need groups, noth this "decompile and go"
without changing the skeleton, you will have to change the model, which changes the skinmesh... which means, this pup needs a custom ekeleton.... which means it needs custom animations, which means, i'll give it a try, but don't count on me too much....
I already started animating it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->